[Ohrrpgce] Hróðvitnir blockers?

James Paige Bob at hamsterrepublic.com
Tue Nov 17 20:01:51 PST 2020


On Tue., Nov. 17, 2020, 8:13 p.m. Ralph Versteegen, <teeemcee at gmail.com>
wrote:

>
>
> On Wed, 18 Nov 2020 at 07:19, James Paige <Bob at hamsterrepublic.com> wrote:
>
>> On Tue, Nov 17, 2020 at 8:18 AM Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>> I've made gfx_sdl2 the default build on Linux and Windows, though I
>>> don't know whether anyone got the svn commit messages. I didn't.
>>>
>>
>> Yeah, the commit message e-mails are borked.
>>
> But oddly I did get a single email from one of my commits yesterday.
>
>
>> I dug into it a but today and found two different problems
>> 1) Dreamhost changed svn to run as an apache service user (www-data)
>> instead of as my user (james_paige) and the commit e-mail script contained
>> a ~ which resolved to the wrong place when it was run for real. I fixed
>> that part.
>> 2) The dreamhost mail server associated with lists.motherhamster.org is
>> blocking the IP address of the dreamhost apache/svn server due to a
>> Spamhaus RBL. I checked all of the relevant IP addresses and e-mail
>> addresses in Spamhaus's online tool, and none of them listed, which
>> probably means dreamhost is using an obsolete cached copy of the the
>> blocklist, so I reported it to their tech support. Maybe they'll fix it?
>>
> Hopefully!
>

They mailed me back and said they fixed it, but it will take a few hours to
take effect-- so probably was a dnsbl caching issue.


>>
>>> However, Linux nightlies are failing because the libsdl2 and
>>> libsdl2_mixer libraries are missing from both build VMs.
>>>
>>
>> Fixed!
>>
>>
>>>
>>> I think gfx_sdl2 on Mac is not complete and not ready yet and should be
>>> put off until a later release, due to:
>>> <https://github.com/ohrrpgce/ohrrpgce/issues/1183>
>>> #1175: Mac/gfx_sdl2: crash when unplugging and replugging a controller
>>> <https://github.com/ohrrpgce/ohrrpgce/issues/1175>
>>> #1181: Mac/gfx_sdl2: Random crash when resizing window
>>> <https://github.com/ohrrpgce/ohrrpgce/issues/1181>
>>> #1183: Mac/gfx_sdl2 lacks custom menu bar
>>> <https://github.com/ohrrpgce/ohrrpgce/issues/1183>
>>>
>>> However, #1181 won't actually affect games distributed for Mac, and
>>> #1183 isn't very important, so we could still make sdl2 the default for
>>> distributed games. And when SDL 2.0.14 is finally released we can re-upload
>>> the mac-minimal package for hróðvitnir with the fix for #1175. Considering
>>> that every Mac game that uses SDL2 is affected by #1175, which is an awful
>>> lot of them, I guess it's not such a showstopper.
>>>
>>> The change in backends also causes problems for the Distribute Game menu
>>> which we need to sort out, because it needs to know which backends are in
>>> use by downloaded builds for Windows and Linux (not Mac). Plus we don't
>>> want to break older versions of the engine. I'll file a bug with more
>>> details.
>>>
>>
>> Yeah, I can see is treating those as non-blockers for those reasons.
>>
>
> To be comfortable using gfx_sdl2 when distributing for Mac it ought to get
> some more testing.
> Hmm... we could do like we did on Windows until a few days ago, and use
> gfx_sdl for Custom and gfx_sdl2 for Game for 64-bit Mac builds. That should
> give people the best of both worlds.
>

Reasonable!


>
>> for bug #1181 does it happen when maximizing/unmaximizing or switching
>> between full-screen and windowed?
>>
>
> I don't think I've seen it happen when switching to fullscreen. I don't
> know whether that even causes a window resize event. But I can't test
> anything on Mac right now.
>
> There is also the possibility that #1181 is fixed in SDL Hg/2.0.14, as
> there is a fix for a very similar bug except it's when calling SDL on
> multiple threads. I'll need to compile it myself to test it.
>
>>
>>
>>>
>>> I'm going to try add the gamecontroller API to gfx_sdl2 before release
>>> too.
>>>
>>> One more blocker, I found some bugs in the Local/Global NPC editor a
>>> while back that I didn't get around to fixing, but to re-find and document
>>> them is time consuming. But I do remember that there's a bug on this line!
>>>
>>>     IF starts_with(menu(state.pt), "Global") THEN
>>>      'Oh my gosh this is such a hack I hope TMC doesn't see. SHHH!
>>> Nobody tell him!
>>>      npcdef = @st.global_npc_def(npcinst->id - 1)
>>>
>>
>> Haha! You caught me! :D
>> No worries, I fixed it this morning.
>>
>
> Ahaha, that is a very creative fix :)
> But I didn't mean the elegant string-based duck-typing, the *actual* bug
> was that st.global_npc_def(npcinst->id - 1) can be an OOB access (as
> mentioned in my other email).
>


Oh! Yes it needs a check for cases where npcinst->id might be 0



>
>>
>>
>>
>>>
>>> On Wed, 28 Oct 2020 at 12:41, Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Wed, 28 Oct 2020 at 12:30, James Paige <Bob at hamsterrepublic.com>
>>>> wrote:
>>>>
>>>>> Okay, actually, you have me convinced. Let's go ahead and switch to
>>>>> sdl2, and make that the main release goal for Hróðvitnir
>>>>>
>>>>> Somehow I had it in my head that sdl2 was unfinished, but that seems
>>>>> to be somewhere between barely true, and not true at all :D
>>>>>
>>>>
>>>> I considered and have described gfx_sdl2 as unfinished because it
>>>> didn't allow changing the window zoom. However it turns out that was
>>>> actually due to a typo bug, rather than being unimplemented!
>>>>
>>>>
>>>>> I am assuming that Android will be the one platform exception, since
>>>>> we'll have to figure out how to do sdl2-centric android builds instead of
>>>>> commandergenius style builds.
>>>>>
>>>>
>>>> Yes. I've never looked into it, but since sdl2 is also in the
>>>> commandergenius repo, I wonder whether that sdl2 fork has support for
>>>> onscreen gamepad buttons patched in, like the sdl1.2 fork? That would save
>>>> us a lot of trouble!
>>>>
>>>> Also, SDL2 requires Win XP at the minimum, so we will have to advertise
>>>> separate builds for old and new Windows versions, the same as we already
>>>> have for Linux (32-bit vs 64-bit) and Mac (32-bit gfx_sdl vs 64-bit
>>>> gfx_sdl2), including in the Distribute Game menu. I don't think that's a
>>>> concern.
>>>>
>>>>
>>>>>
>>>>> ---
>>>>> James Paige
>>>>>
>>>>> On Tue, Oct 27, 2020 at 6:52 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Unfortunately I didn't foresee that I would spend almost no time
>>>>>> working on the engine over the last two months. In hindsight we should just
>>>>>> have released two months ago.
>>>>>> You might be pleased to know I almost, but didn't, merge my huge
>>>>>> incomplete branch for better text rendering and font support last night!
>>>>>> But it's still incomplete enough that it hardly adds any new features.
>>>>>>
>>>>>> That missing sprite component bug (#1137) really needs fixing.
>>>>>> I need to file a bunch of bugs (eg from crash reports, which I'm
>>>>>> really not keeping on top of), but none of them are blockers... except
>>>>>> maybe "(BUG) KILLSCRIPTTHREAD: Inappropriate call" which has been reported
>>>>>> at least 4 times by different people; worth prioritising.
>>>>>>
>>>>>> I know this will make you *super nervous* but I would like to make
>>>>>> gfx_sdl2 the default for Hróðvitnir. I am working on the gfx_sdl2
>>>>>> zoom-changing bug right now, and will fix the Mac+gfx_sdl2 bug #1171 next.
>>>>>> SDL 2 and SDL_mixer 2 fix many problems but introduce no new bugs I
>>>>>> know about aside from those two and
>>>>>> https://github.com/ohrrpgce/ohrrpgce/issues/1175.
>>>>>> See
>>>>>>
>>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Agfx_sdl
>>>>>>
>>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Amusic_sdl
>>>>>> (sigh, no support for OR queries when searching the issue tracker...
>>>>>> I still miss bugzilla)
>>>>>> There are also other problems not filed on bugzilla, especially the
>>>>>> very bad fullscreen handling in SDL 1.2 which ruins all my monitor settings
>>>>>> every time I accidentally fullscreen.
>>>>>>
>>>>>> In fact, a number of people have been using gfx_sdl2 as their main
>>>>>> backend for up to two years now, so most of the gfx_sdl2 bugs were found
>>>>>> and fixed already last year. I don't even know anyone who still uses
>>>>>> gfx_sdl on Mac, they all migrated to gfx_sdl2 because of the numerous bugs.
>>>>>>
>>>>>
>>>> Oh, turns out kylekrack went back to gfx_sdl due to the aforementioned
>>>> gfx_sdl2 bugs (that I'm fixing).
>>>> Unfortunately SDL 2.0.14 still hasn't been released with the fix for
>>>> the controller reconnection crash. I don't want to have to compile SDL 2
>>>> for Mac myself.
>>>>
>>>>
>>>>>
>>>>>> Actually, a main reason for switching to gfx_sdl2 is to make sure it
>>>>>> gets enough testing that it can confidently be used for Axe Cop, because I
>>>>>> want to use the new SDL2 Controller API, which will finally give us full
>>>>>> gamepad support, which RMZ is desperate to have. So better to switch to
>>>>>> gfx_sdl2 now rather than in a month.
>>>>>>
>>>>>>
>>>>>> On Wed, 28 Oct 2020 at 06:25, James Paige <Bob at hamsterrepublic.com>
>>>>>> wrote:
>>>>>>
>>>>>>> What bugs do we currently have that should block the Hróðvitnir
>>>>>>> release?
>>>>>>>
>>>>>>> Looking at the bug tracker, I only see two with the release-blocker
>>>>>>> tag, one of which I think is already resolved
>>>>>>>
>>>>>>>
>>>>>>> https://github.com/ohrrpgce/ohrrpgce/issues?q=is%3Aissue+is%3Aopen+label%3Arelease-blocker
>>>>>>>
>>>>>>> I also know I need to add the latest Vikings of Midgard data files,
>>>>>>> because, well: *Hróðvitnir*
>>>>>>>
>>>>>>> ---
>>>>>>> James Paige
>>>>>>> _______________________________________________
>>>>>>> Ohrrpgce mailing list
>>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>>>
>>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>>
>>>>>> _______________________________________________
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>>>>>>
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